I was born on a wacom and my first words were "Maya." On the serious note. I have been a fan of what goes behind the scenes in making games since I played the first game on CGA computer which was called "Digger," (it wasnt as interesting now that I think about it, but it thats what got me starting to look in to Graphics…
Thanks for the reply. Hmm, Is that a little confusing? I can see some confusion happening there, especially after watch Blair Armitage's video, at least for me, although eventually i figured it out. Its just that Blair kept selecting the masks and frequently adjusting the "reflectance" value in gloss and spec and due to…
The air intakes can sometimes be positioned on the top (think of the modern B-2 flying wing bomber), but like I said they'll just starve when the aircraft pulls up. Bombers and other larger, less-manoeuvrable aircraft can get away with it because their main defence is going to be running away at full speed, and flares, not…
Hey Viktor, really great progress going on here, the Cranston sculpt is particularly awesome. There's a few things that are bugging me about this Jennifer Lawrence bust that are bugging me though. Mostly it's due to the hard(ish) lines around the nose, the lower lip and the lower eyelids. Some of it is also due to the…
Putting a collider on the door also did not work it seems like. :( This is the script I have for my "Activate Trigger" public class ActivateTrigger : MonoBehaviour { public enum Mode { Trigger = 0, // Just broadcast the action on to the target Replace = 1, // replace target with source Activate = 2, // Activate the target…
To contradict a previous post about not posting step till I'm awesome, here's my steps! I don't suggest following these too much for learning. Ref photo, again, searched for a cityscape in Oakland, California. The result was simple enough that at my current level I felt confident in. 1. I start with the most background of…
This can be done via MEL script but it is highly specific to the hotkeys you want to switch around. The easiest way to do this would probably be to have a few shelf buttons, each with a hotkey configuration for the desired work flow (modeling, animation, UV mapping, etc.) that you can click once to switch between. If you…
You want to unwrap the UVs so they tile like this: Obviously your tree might be longer, but this demonstrates the concept. If you want it to tile more, you can alter the texture2d node to affect the amount in tiling. To do this in UDK you want to multiply some number before it goes into a texture coordinate node.
You could use a Layered Texture node to put the detail map on top of your base normal map to achieve the effect but this will shift your hue slightly but it's good enough for a preview. You may be able to use the Layered Shader node to properly combine normal mpas but I haven't tried that much.
You can import vertex painted mesh as preview one instead primitive shapes and debug your shader. If you right click on node (eg on any Lerp) you can select "Start Previewing ..." this will temporary make output of that node final output of your shader in preview viewport. Hope this helps.